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piopico

Join the Allods Online Anniversary Extravaganza!

Thursday, May 09 2013 - 2:56 AM
by piopico


 

Dear Sarnautians,

 

You have been invited to Allods Online 2nd Anniversary Celebration starting Friday, 10th of May! Meet beside Aidenus Tower or in the Old square of Nezebgrad to attend the party!  You are allowed to bring guests with you, but ensure you are dressed in your best attire to join the festivities!

 

Dearly,

Aidenus and Yasker.

 

PS: Clean Gibberlings compulsory.

 

 

We are happy to invite all Sarnautians to the finest party, celebrating the 2nd Anniversary of Allods Online Official Release!

 

allods online anniversary

 

For two years we have brought you the most exciting expansions to the game, with new lands, class spells, allods, confrontations, events and fun! With Lords of Destiny you met the mysterious Tekyans and discovered the stunning environment of Pearl Ring, Crystal Mountains and the new Astral instances. Let’s not forget about another feature that was a feast for the eyes that brought new action to your adventurer’s life! Tep’s Pyramid is now the place to be for the daring guilds of Sarnaut, as the Dominion also brings a new level to PVP activity! And much, much more is to come in the future and we are glad to have you as a part of the Allods Online Community!

 

But let’s focus on our celebration of the month! You missed the opportunity to tame the FREE Grey Wolf last year; it will be back! You wanted to show off with an amazing outfit? A new costume and headgear will be available too: The Set of the Noble Hero! And many more rewards for your characters!

 

We will bring back one of your favorite events, with the return of Vladimir Jubilein in the Old Square, Ivan Godovikov besides Aidenus Tower and the exquisite Prekasa and Inga who will remind you of the anniversary dance! So gather the Anniversary coins you have looted all across Sarnaut, and get your hands on the hottest accessories in Allods Online from the 10th of May until the 10th of June!

 

allods online mmo anniversary event



To participate in this event, all you need to do is log into Allods Online between the 5/10/13 and 6/10/13 and begin mercilessly slaughtering your foes! Collect coins from your fallen enemies and bring them to your capital city to trade to special NPCs for each faction! Of course, those of you who have been collecting coins and stashing them in a safe spot the past few weeks can also use those too!
 
Coins you collect can also be traded up for a higher currency.
 
10 Special Copper Coins can be traded for 1 Special Silver Coin
10 Special Silver Coins can be traded for 1 Special Gold Coin
10 Special Gold Coins can be traded for 1 Special Platinum Coin
 
Once you have them make sure to visit the special event NPC for your faction. For the Empire it’s Vladimir Jubilein, for the League it is Ivan Godovikov. 

 

allods online anniversary wolf

 

Although the NPC will be providing you plenty of items to look at, we will be sending FREE special rewards for our loyal community! Because you are the best of the best and have accompanied us for the past 2 years (or even more), players with characters created before the 9th of May will receive:

 

- 250 Premium Crystals on their account

- An Anniversary Gift send by mail in-game to each of your characters!

 

And what does this Anniversary Gift contain?

 

 allods online anniversary chest

Anniversary Chest (3): gives a new piece of equipment (rare quality) or gold for your character level 51 and under.

 

For characters level 52 and above, the chest will give you a quest allowing you to receive a glyph from Valya Skomorokhova (Elven District for League) or Zinaida Krichalkina (Yasker Tower for the Empire).

Bound to your character.

 

The Anniversary chests are given to the Progenitor and Reincarnations.

allods online speck of light 

Speck of Light (1000): increases your attacking and healing skills in combat. Once activated, the speck is destroyed. A speck goes off 10 to 30 seconds after combat begins or the previous speck is destroyed.

Bound to your character.

 

The Specks of Light are given to the Progenitor only.

allods online anniversary incense 

Incense (10): extends the duration of your Patron’s blessing by one day. Patron’s blessing allows you to use special Patronage abilities and makes your Astral travels more comfortable.

Bound to your character.

 

The Incense pack is given to the Progenitor only.

 

 If you are only joining us now, don’t worry, you will receive plenty amazing things in the future, on top of taming the Grey Wolf this spring!

 

We hope these anniversary gifts will show you our appreciation to all members of the Allods Online community! Thanks to your support, our game grows bigger and we hope to reach new heights together!

 

Feel free to showcase your new outfit and beloved mounts on our social media such as Facebook and Twitter, and happy anniversary!

 

allods online anniversary



piopico

Developer Diary – Raid Creation!

Friday, May 03 2013 - 8:14 AM
by piopico

Hello Sarnautians!

 

A peek behind the scenes at how a game is made is an exciting experience! We showcased the Developer Diary videos earlier this year, explaining the reasons behind the Xadaganian girl revamp, how they draft new zones and so on! Today, we are sharing with you the diary of Arkady, the Game Designer, explaining how raids are created!

 

Settle back with a nice cup of tea or coffee and learn more about the creation of this exciting activity!

 

My name is Arkady, and I happen to be a Game Designer. A better, but not complete description of what I do, is the development of game mechanics design. However, we are not going to discuss my field of action today. We’re going to talk about raids, in the development of which (among other things), I am a part of.­­

 

Allods Online Developer Diary: Raid Creation

 

Raids, also known as group adventures, are PvE activities for groups of up to 24 players (for the moment). But you might already know this. In this article I am going to tell you about things you do not yet know about. Curious? Shall we start then?

 

Allods Online Developer Diary: Raid Creation

 

How does the creation of a raid begin? First you have to pick a whiskey brand, at least, some say so. I wouldn’t know about that, but what I know for sure is that it’s actually a Scriptwriter who’s at ground zero of it all.

 

The Scriptwriter’s task is to make sure there’s a common sense to everything we do and bring it all into sync with the Allods Online universe. This is where a raid springs from. The Scriptwriter develops the plot and sets the mood. It normally goes like this: “Friends and colleagues! In our new Raid we should elaborate on the subject of Tep. He is a very important character, we ought to favor him with our attention”.

 

 

To cut a long story short, we develop the plot a couple of updates ahead, and we pick a villain to be subdued. Today we are going to discuss a raid where we bring low Tep and his minions.

 

Allods Online Developer Diary: Raid Creation

 

The Scriptwriter provides us with one simple fact: “We battle Tep,” – and with a few extras. For instance, there’s a list of Tep’s minions that includes their backgrounds, basic qualities, likes and dislikes and so on. Also, there’s Key Keeper, who’s malign, but faithful to Tep, fond of engineering and knows well how to disassemble and reassemble a golem.

 

Allods Online Developer Diary: Raid Creation

 

Here’s where the Creature and World Object Design Leads step in. Together we decide how much we are able to do. This is one of the most important things – how much we’re allowed to create. We are limited by our deadlines and other stuff we have to work on. For instance, we had to create new mounts and costumes simultaneously with the Raid mobs. Having all this on our plate, we must set priorities – what needs to be done in the first place, and what can be prioritized. High priority things push the raid down the queue.

 

Thus, the discussions held together with the Creature and WO Designers is vitally important. It sets our immediate and potential goals for the near future and helps develop the schedule for any new things that need to be created and some old things that could be redesigned.

 

That’s correct, we create the new, but we also modify the old. Skin modification is the process of “dressing up” an old model with new textures, visual effects and animations. The most obvious case is the mount with its kaleidoscope of color patterns. The first raid boss called Bouncer is a direct offspring of good old Squealer.

 

Allods Online Developer Diary: Raid Creation

 

This discussion results in a list of raid bosses and the estimated size of the raid. Concept creators enter the field now. They create the concept sketches of the future models and animations. This is one of the most complicated points because of the sheer volume of what must be done. We need to elaborate how a boss should behave, what actions it should perform: Will it freeze to the ground or move about? Will it use physical or magical attacks, et cetera. All this has a significant impact even upon the rough draft sketches, not to mention further modeling and animations.

 

Allods Online Developer Diary: Raid Creation

 

At the same time we start building up the location and the visuals and develop the scenario of the raid. The location’ size is highly important, for it depends on whether the raid group will have to run about much or not, kite or split the additional mobs, or if any pools will be splashed… all this needs careful thought before designing the gameplay.

 

Allods Online Developer Diary: Raid Creation

 

The environment is constructed very carefully and may undergo numerous transformations. For instance, when Tep’s Pyramid was being developed, its interior was reworked five or six times. The reasons vary: the scenario was rethought, the Mood of the Raid changed, the boss’ list of abilities extended…

 

The most frequently modified parameter is the Atmospherics, that is: the light options, the air clarity, the general mood. The first version of atmospherics in Tep’s pyramid looked like this:

 

Allods Online Developer Diary: Raid Creation

 

As soon as the processing of all the necessary components has started, I lay down the Raid Design itself. In our particular case it contains the general plot, the subject, the list of bosses, gameplay drafts (they go like “Nihil casts AoE; route, devices; Bouncer – tanks”). Before it is submitted, a few concepts and details are subject to modification.

 

Allods Online Developer Diary: Raid Creation

 

Now, here’s my favorite part: Boss Fight Design. The first rough draft may take up to a month to complete!

 

 

The draft basically covers two points: what the players do and how they do it. The first is the basic description of Players’ Actions. Sihal, for instance, has four stages, each of which requires certain gameplay. Stage One: Players meet the boss. Stage Two: They focus on additional mobs, switch tanks, deal damage. Stage Three: Active healing and Sparks transmission. Stage Four: Damage, damage, enrage. To get to the point, my task is to make players play this particular instance.

 

The WAY they do it, the second point, goes down to achieving the goal described above. I describe the principles that direct the players to play exactly the way it was meant to be played. There are two ways to acheive this: encourage the correct gameplay and punish the incorrect. The carrots work better than the whips; however, it is perceived a bit differently in the game.

 

Allods Online Developer Diary: Raid Creation

 

To tell you the truth, I’m absolutely sure that carrots and whips need to be finely balanced when designing the boss fight. I’ll explain. Figure a random boss who splashes in pools that increase damage dealt to him. The players need to lure him right into the pools, while each step deals damage to them. Thus, we have carrots – increased damage to the boss while he’s in the splashed pool, and whips – it costs players hit points to use the feature. However, if the whips are too painful – that is, too much damage is received – the players are not going to use it.

 

The same boss casts an aura that stacks poison on players within a 10-plus yard radius. Extra damage equals whips. To make the poison debuff fade, players have to slip out of the area. They run out and away from the boss, who, in his turn, ends up out of his extra-damage pool. Voila, carrots make players ignore the whips.

 

Allods Online Developer Diary: Raid Creation

 

 

All this makes up the Boss Design. At the same time, we need to decide whether we should let the players fight the boss strictly in the pre-designed way, or we should allow them to develop their own strategy. On the one hand, forcing players is not nice at all. On the other hand, the single way is easier to balance and pre-calculate. Besides, if there are multiple strategies, one of them is bound to be more efficient. One design covers all raid bosses. Despite a diversity of features they all should work in one style and accord.

 

Another important thing to be carefully considered is Class Abilities. It’s not a good idea to fix up a boss with a powerful area of effect spell that reduces players’ hit points by 146% – not all classes are able to reduce incoming damage of this magnitude.

 

By the time the designing routine is over, the creature concepts must have already been finished. In a perfect world, even the models should be created. Now there’s this epic moment to proceed to a most difficult and complicated stage – The Effects. That is, visual effects of spellcasting, spells, abilities, buffs et cetera.

 

Allods Online Developer Diary: Raid Creation

 

Sometimes a visual effect can be implemented using an existing engine, this is a welcome but rare case. If a solution does not turn out to be this simple, it’s time for workarounds — a non-standard means of solving non-standard problems.

 

Allods Online Developer Diary: Raid Creation

(1) Energy flows appear from the thin air, concentrate (2), move down with the rays (3) that eminate from the sphere (4). Sparks dance around the sphere.

 

It took me over two weeks to create an Out-of-the-Box solution for the Spark in the third phase of Sihal. It had to appear from a broken generator and into the first illusion to destroy it, on to the second illusion and so on. It’s not as simple as it looks: a creature can cast a spell on another one, but it’s tricky to send a visual effect roaming from point A to point B, especially if they are not interconnected.

 

Sometimes the Resources of the engine and the in-game mechanics are not up to the design, and it has to be reconstructed to ensure game client does not slow down or lag.

 

Effects are the last (but not least) thing that is created by other teams and does not depend on me to develop. Actually, there are also sound and music, but they’re recorded after the fact. When the effects are ready, it’s my turn to enter the stage and put down in detail the Game Mechanics.

 

Allods Online Developer Diary: Raid Creation

 

What are Game Mechanics, exactly? They are a list of commands supported by the server and the game client. These commands define the movements of mobs, describe their spells and abilities, everything. Nothing is going to work if the mechanics are not thoroughly described. This is the important, crucial part of the job. Mechanics are the core of the game.

 

Raid Mechanics take a pretty long time to develop. The more complicated the raids become, the more complex the Raid Mechanics get. Each new raid involves something brand new, original, never-done-before, so we create, invent, build up, drink blood, eat brains and succeed.

 

Let us study a simple case – A Mage’s Fireball. This is a ranged spell (its distance is, say, 40 yards), it has a certain visual, aimed at a single target, and it deals Fire damage. It is described as follows in the editor:

 

Allods Online Developer Diary: Raid Creation

 

Pretty neat, huh? Now figure a spell that casts selectively upon targets whose hit points are above a certain level, and then applies Buff A if the target’s hit points are lower than 50%, or Buff B, if their hit points are over 50%. Buff A stuns the target and may be healed, but it damages everyone in the area when cleared. Buff B deals damage over time, and upon fade casts a pool around the target. This pool applies Buff C to everyone who steps in it, and when Buff C fades, it increases the damage dealt by the boss to the target. This all is described as one single spell. Not so simple now.

 

To make the work more structured, for every single boss we create a Workspace, where we store all of their abilities, spells, additional mobs, all the phases and stages, and the rest of the things connected with that particular boss.

 

The Game Mechanics Designer’s primary task is to create a concise description that would not potentially cause bugs. A 10 step description that includes checks and sub-checks is more dangerous in terms of errors than a simple 2-step-1-check listing.

 

A bug-hazardous code is a code which won’t allow full apprehension of the mechanics – the Fireball is least bug-hazardous, while the complicated spell might cause a few. Each of the classes has its own peculiarities, such as spell protection, physical protection, different types of bubbles and immortalities, resistances and a lot of Rubies. To make sure a spell is 100% bug-free, one has to test it through and through in all the possible combinations.

 

Allods Online Developer Diary: Raid Creation

 

There was once a Boss whose mechanics were bound to work alright, but for an unknown reason, it kept failing. The reason was finally found. It was one of the Paladin’s abilities that forcefully applied an effect to targets, and its high priority overlapped with Boss’ actions. The funny thing is that this ability had never triggered any such things before.

Of course, there are special scripts, bots, testing programs and servers that test such things, but sometimes this is just not enough. For a good designer it is vitally important to know how it all works, and to be able to test it manually.

 

Raid mechanics development includes A Few Steps: gameplay rough draft, test version, polishing. First, we place a few identical mobs with no objects or skins on a plain surface, attach Bosses’ mechanics to them, gather a group of the designers and a couple of assistants and playtest the raid to see if our ideas are working out. This way we develop about 99% of the mechanics, then we add the models, most of the effects, and get to the Adjustments. We define the damage, hit points, schedule time to summon additional mobs. After this the time comes to gather a proper group of six players (Tank and Healer included) to hold another play test which may result in more changes and alterations in the mechanics.

 

Allods Online Developer Diary: Raid Creation

 

Nihil has suffered many changes; the way it is now is the sixth revision of the mechanics. In the very beginning she had no phases, her spells cast instantly, and players had to be under shield and jump away from black holes. There was a special device to aim Nihil’s cannons at herself. We took a couple of play tests, and saw how complicated it was all at once, so we decided to divide the fight into phases.

 

The last step is The Polishing. We replace draft figures with final ones: the damage, hit points, time counters. See that the effects and the sounds are finalised and well linked. Figures are the most difficult part. It looks simple: the boss deals 200000 damage. However, The Basic Damage is to be modified by a lot of stats, both boss’ and players’: boss’ level, type (boss, raid boss, common mob etc), its difficulty, stat modifiers; players’ level, resistances, Rubies, stats. We enter “damage 19” in our editor, and after all multiplications, calculations, reductions and scaling, it results in 200000.

 

Thorough tests are needed to check the whole volume of work done. We invite a few players to our office to hold Real Time Play Tests, which show exactly what’s come out really well, and what hasn’t. The result of this test changes a lot. For instance, we once playtested Sihal, and I hated the looks of his attack, so we swapped his tentacles for claws:

 

Allods Online Developer Diary: Raid Creation

 

After the polishing is done, we pass the raid to the QA department for a few weeks for testing. They look for minor bugs and discrepancies.

 

Before we distribute the new content, we bind one last Spy function to each boss. It records boss fight history, so we can always look up what players do to our creatures and how they do it. We also monitor raid groups, wipe frequency, damage done by different classes, spells used. This helps estimate the effectiveness of classes and boss design quality.

 

Raid creation is a long and complicated process that involves a lot of difficulties and risks.  About a hundred people work on it, from artists to QA, for you to enjoy the game and have fun.

 

I hope you have liked my story! See you!



piopico

Developer Diary – Astral Allod Creation!

Friday, April 26 2013 - 6:46 AM
by piopico

Hello Sarnautians,

 
“Allods Online” is a game that is constantly evolving. But there can be no development without adding a lot of new content that fills and spreads through the whole game world. That is why the Allods’ Team never ceases the creation process. And now, thanks to the Developer Diary, we are able to showcase how new content is imagined and created by this amazing team!

 

Let us present to you the latest entry of the Developer Diary: the Astral Allod creation!

 

In this article I’m going to tell you how I build Astral Islands. By the way, a brand new one is set to to appear in the game pretty soon.

 

Allods Online Developer Diary: Astral Allod Creation

 

It all starts with a concept

 

I always store a few ideas of how I think new islands should look. They come into my head in the course of my everyday life: on my way to work or during my vacations with friends. While reading a book or watching a movie, I collect my greatest impressions to incorporate them into my future creations. The tiniest things may inspire me, whether it be an interesting story or a bright visual image that sets an atmosphere.

 

For example, the concept for one of the islands was born by mixing up two images: a June city lost in the jungle and snowy mountains with a temple. And so the allod appeared: an ancient city in a frozen jungle.

 

Allods Online Developer Diary: Astral Allod Creation

 

During the pre-production stage I pick my favourite idea and start developing it. This produces the Reference: a very important component, a connection between allod elements and the real experience of a player. When in the game, players meet things they have come across before, and these allusions to something already known brings positive emotions, making them believe in whatever is on the screen.

 

The Reference helps bring a story from real life into our game world. Our Emerald Isle is a recognizable allusion to the Wizard of Oz, that is so familiar since childhood. The game gives a wonderfull opportunity to follow in Alla’s footsteps along the Yellow Brick Road and meet Tin Woodman, Scarecrow and Lion who turn into hostile and dangerous bosses under the influence of Mysterious Astral.

 

After the concept of the island is decided, I begin to work it through and expand on its background. This is a very creative process that is a lot of fun. I put down detailed chronicles of the events and describe the zones on the island.

 

This stage involves the Scriptwriter. We strive to make a deep and fascinating storyline. The story is important, for all the details such as mobs and bosses, scripted events and NPCs, will deeply support it. We decide what places players will visit on the island and what and who they are going to see there. This will help with the further design of the monsters, bosses and topology.

 

 

Look before you leap

 

When the storyline is finished, we can get down to the topology. I use a special Map Editor to make a rough draft of the island. Since I am going to make a city-like island, I have to lay the main road, a big temple, a couple of city squares and a huge portal at the end of the island – its landmark.

 

A landmark is a unique object that serves as a reference point and is often noted by the players. There is such a mark on every island, like the Mana Station in Zone 51.

 

Allods Online Developer Diary: Astral Allod Creation

 

Landmark: Huge June Portal

When the draft is ready, I focus my attention on the details: I place small and medium objects (trees and buildings). In case of the Icy Isle these were mountains and hills. But all this is still a draft! It still requires a little more work.

 

After my draft of the island has been accepted, the time comes to switch to designing Bosses and Mobs. Here the background of the island helps a lot, for the mob hierarchy was created at that stage. I want to give unique abilities to all the mobs and bosses to bring new challenges to the island. Now players will not resort to a “button mash” strategy and will have to invent some new tactics to fight these enemies.

 

I assign some unusual mechanics to one of the optional bosses, such as the Cayman on a beautiful Koch-Itzmahl Island.

 

Allods Online Developer Diary: Astral Allod Creation

 

On my island I created a golem who throws enormous fireballs, so players have to run about all the time to avoid them. If players manage to defeat the boss quickly, it gives them bonus damage and healing for easier exploration of the island.

 

I invent special abilities for mob packs to stimulate the players to think harder, plan more accurately and work as a team. There is usually one of the mobs that increases the others’ damage, controls or weakens the players or casts area of effect spells upon death. It isn’t always for the best, however. My experience shows that players may sometimes misunderstand the mechanics, so they should always be crystal clear to them!

 

Strike while the iron is hot

After the design is completed, a new stage of production begins. This is the time for all the ideas to come to life. When my design gets the green light, I start working on the detailing of the map and the mechanics implementation. I can assign special tasks to programmers in case I need any new game mechanics introduced (e.g. mechanics for The Poison Wing).

 

Pretty often, when standard mobs are not enough to fill the island, I ask designers to create some brand new ones. My favorite demands are often connected with the final epic boss, like the one in Zone 51. This time is not an exception! There will be a totally unique last boss and a unique place to fight him.

 

Allods Online Developer Diary: Astral Allod Creation

 

During the final stage I spend a lot of time with the artists. Together we adjust the lighting and choose colour shades. The artists produce concept art of the new objects, locations and creatures. Here is the concept for the Island’s final boss:

 

Allods Online Developer Diary: Astral Allod Creation

 

To develop mechanics I use special editors that help tune mobs and bosses just as I wish. I set their abilities and script their behavior that can be corrected during the numerous playtests to come. Another important thing is the visual appearance of monsters’ spells and abilities. That is how it all looks in the editor:

 

Allods Online Developer Diary: Astral Allod Creation

 

Finaly the island is ready for the Playtest. It means that all the work of the designers, artists and scriptwriters has ended. The island is filled with decorations, scripted scenes, monsters, NPCs and even some easter eggs!

 

I test the island personaly a few times. Then we gather a group of people who have worked on the island and play together. We mark all the good and bad things, think of suggestions on how to improve on the bad or alter the gameplay and mechanics. But the last word always belongs to the creator of the Island’s concept. When we finish, the island goes to QA Team for bug testing.

 

The creation of an Astral Island is a fascinating and exciting process. It requires a great deal of inspiration and imagination because this all is in the hands of one person. This is such a good opportunity to create an adventure of your own and share it with other players. I enjoy reading the Allods Online forums; particularly threads where the players discuss Astral islands, including mine. The comments are a very valuable resource for our team. They help make Allods Online better and more enjoyable. Travel through the Astral and share your impressions, discuss your ideas and thoughts as all of them can find their future in the Astral!

 

Have Fun!



piopico

Massively Explores New Zones and Revisits the Astral!

Monday, March 25 2013 - 12:29 PM
by piopico


 
Allods Online: Lords of Destiny is in full swing with new questing zones, new endgame raid, Astral changes, and much more! Massively is the first to go in depth of the new adventures that await for you in Sarnaut!
 
“I found the areas to be breathtakingly pretty. But then, Allods has always been one of the best-looking MMOs out there. It balances stylized artwork with incredible and powerful spell effects.”
 

Check out the full Rise and Shiny edition here!

Also in case you missed Massively’s livestream of Allods Online: Lords of Destiny, you can check it out on Massively TV.
 
Thanks for tuning in!

 



piopico

Massively Livestreams New Lords of Destiny Zone – Pearl Ring!

Tuesday, March 19 2013 - 12:45 PM
by piopico


 
With Lords of Destiny released last week, Beau from Massively took us on his first adventure through one of the new zones with Lords of Destiny known as Pearl Ring. The tropical paradise, while it looks beautiful and vivid on the outside, contains immense conflict amongst the local Aviak tribes, and begins the main story of Lords of Destiny.
 
You can check out the stream on Massively TV in case you missed it earlier. Stay tuned for more Allods Online coverage!
 



piopico

Massively Set to Explore Lords of Destiny!

Sunday, March 17 2013 - 10:38 AM
by piopico


 
For this week’s edition of Rise and Shiny, Beau from Massively is going to plunge into Allods Online ever since the world has evolved with the new Lords of Destiny!
 
Witness Beau set foot into the mystical jungle known as Pearl Ring. This is the first area where advanced adventurers will continue leveling their characters from 51 to 55. With four new levels, imagine all the quests involved with unlocking the mysteries as to how you ended up in Pearl Ring while assisting the local Aviaks who are at war with a rival tribe!
 
Mark your calender for the stream this coming Monday, March 18th at 2 PM PDT (5 PM EDT)
 
You can check it out at the time listed above on Massively TV with this link!
 
http://www.twitch.tv/massivelytv
 



piopico

Lords of Destiny is Live!

Thursday, March 14 2013 - 10:24 AM
by piopico


Hello Sarnautians,
 
Our latest epic expansion is now live on our servers! Discover: Lords of Destiny, the biggest update of Allods Online!
 
We hope you got your level 51 character ready to visit the amazing landscapes of the Tekyans land, reveal the real Irdrich, or just say “Hi” to Tep, your nemesis! It will be the occasion to learn new spells for your character, equip Glyphs to improve your gear, navigate on the endless Astral seas to take on the new bosses on the Astral allods, or just confront other guilds in the Dominion system! See all our publications in our special topic to know more about it!
 
You can consult the Patch Notes on our forum if you desire to know more about the content of this update, and discuss with your peers about it!
 
But Lords of Destiny isn’t all about new content and cute little characters! We will launch the beloved Pimp My Build event (will be posted later this week) to help newcomers and veterans alike to know more about their class, how to play around the spells, and show off your builds too!
 
We opened a Lords of Destiny Feedback Thread on our official forums, with another thread for you to report the bugs you may encounter.
 
Feel free to post your best screenshots and tell us what you think of this grand expansion on Facebook, or even shoot your own little movie for your first steps in this new world!
 
We are delighted to present this great update, and we hope you will love it too! We won’t keep you longer and we are sure you are eager to update your game client and see the world with your own eyes!
 



piopico

Lords of Destiny Release – Update!

Monday, March 11 2013 - 12:24 PM
by piopico


Dear Sarnautians,
 
We’re delighted to announce that Lords of destiny is now within reach of our fleet.
 
It has been quite a journey! We came across significant landmarks along the way:
 
• A Closer Look at the New Zones!
 
• A Closer Look at New Spells!
 
• A Closer Look at Astral Changes!
 
• A Closer Look at the New Allods!
 
• A Closer Look at the Crystal Palace!
 
• A Closer Look at Tep’s Pyramid!
 
• A Closer Look at the Glyphs!
 
• A Closer Look at the Dominion Wars!
 
Some of you even joined our Lords of Destiny Preview to have a glimpse of the wonders yet to be explored. Most of you, including us, were staring anxiously at the calendar wondering if we will land on the 12th of March as previously announced…
 
Unfortunately we’re still yet to face one last storm before harboring to our destination… A battle between the elements and our technicians will stand overnight in order to know whether we will land within the next coming days or the next tide.
 
Let’s ready up with patience, sailors, and join sails to the approaching astral struggle. As we set sail together to the Astral, we appreciate your patience and are sending you a bonus 20 Astral Keys and 10 Astral Replicators (items only for level 46-51). The items have just been sent to all of you and together we shall be even more ready to meet our destiny!
 
Thanks for your understanding and support.
 
Warmest regards,
 
The Allods Online Team



piopico

Lords of Destiny – A Closer Look at The Dominion Wars!

Friday, March 08 2013 - 9:17 AM
by piopico


 
Today we would like to invite you to the last edition of our “A Closer Look…” guides! By now you know all about the new zones and had a taste of the dark secrets you will discover. You’ve learned about a new race, the Tekyans, and had a peek at the new raids where you will be able to make good use of the raised level cap and new class skills.
 
Regardless of the paths you have chosen so far and the paths you will choose in the future, you all have one common aim to achieve… perfection. The inhabitants of the planet once destroyed by the Cataclysm have already become powerful enough to challenge the gods themselves.
 
Exploring the distant Astral, obtaining the most powerful weapons, conquering the most dangerous allods, and making the most powerful enemies vanish – this is the true destiny for heroes of Sarnaut. They fight for Amalgam and Realgar, not even stopping to think whether the opponent is a friend or an enemy! Confrontation lasts to the very end while annihilating all the obstacles until reaching total domination.
 
With our next update, “Lords of Destiny”, the battles will become even more spectacular. The guilds had a taste for power when they gained control of single allods and now nothing will stop them from conquering whole sectors…not even the astral demons!
 
Prepare for countless Dominion Wars! Battles that will allow the guilds to become true leaders of the Astral and gain precious resources. This will grant you to obtain and upgrade glyphs necessary to make your equipment even better.
 
Dominion is a place for the mightiest – the ones who gained level 55 and gained access to the skirmish by obtaining the necessary keys.
 

You can join the fight in the Skirmish menu (ctrl+M)

Join the battle either as a lonely hero or in a group of up to 6 players. Your group leader will simply have to join the queue on behalf of the group.
 
Although the war itself is relaxed with rules, there are a few rules you will have to learn:
 
Every skirmish has two rounds, each of which lasts 10 minutes. In the first round, one group becomes the defender, and the other group takes up the role of the attacker. In the second round, the roles of the groups will be swapped.
 
To achieve victory you have to head towards the flags, and if your forces are greater in number than the enemy’s, you will begin taking over the checkpoint. Once the checkpoint is conquered, it cannot be won back. Every time a flag is conquered, the duration of the round is increased by 2 minutes. However, the second round cannot be longer than the first one. The final victory will be granted to the group that conquered most of the strategic points in the least amount of time, thus gaining the higher final score.
 
The fight for domination requires extraordinary resources to ensure the victory. You can find them in the wild corners of the Astral, where you will discover your allies. Anyone who manages to tame them will gain faithful friends ready to fight by your side.
 
Allies work similar to Mercenaries, although you don’t need a pouch full of gold to gain their support in Dominion Wars. You can have up to three of them and they will have various abilities.
 
Types of Allies:

Falconet – a trusted ally. A battle golem able to cast powerful spells on a single target and also dealing AoE damage.
 

Idalene – an ally casting spells on a single target. The mistress of curses.
 

Pimen – an invaluable helper. The forestfolk healer specializes in healing your allies.
 

Ahella – a fierce warrioress. This harpy will engage in combat with a single target or a group of enemies with her powerful melee attacks.
 

Simurg – an aviak-sniper fighting from a distance, just like a seasoned scout.
 

Urso – a powerful werebear. A perfect defender who can interrupt enemy attacks.
 

There can be 3 allies summoned at the same time within a group, and each of them has to be a different type. Just like their owners, these creatures can upgrade their abilities and change their appearance through special items you can loot from Astral bosses.
 
But nothing encourages people to join a battle more than the promise of gaining something valuable. Just think of the League’s invasion on Kirah when they learned that the place was filled with meteorite iron that can protect anything from the destructive powers of the Astral.
 
With Lords of Destiny the race for resources will start. Only with them you will be able to gain control over whole sectors of the Mysterious Astral. Forget about the Astral Confrontation. Now each day will become a fierce battle for domination and each hero in the guild will become important.
 
Leaders and officers will take up the role of tacticians again, but this time, the scale will be bigger. A military drill in the guild will be necessary to ensure a quick expansion in the sectors. Gaining Mightiness will become essential as it will enable defense of the controlled sectors and the capability to conquer new ones. This will depend on two factors:
 
-Stature, gained for adventuring on the astral allods.
 
-Fame, gained as a reward for successful battles with other players during the Dominion Wars.
 
Gathering both of the resources will raise the Mightiness of the guild, which enables you to gain control in the chosen sectors. Sometimes the control of the sector will be decided in the battle of champions.
 

The more sectors a guild controls, the larger the choice of glyphs available for its members. The guilds controlling neighbouring sectors or even whole segments of sectors will gain the most.
 
So all you have to do is find a nice, quiet corner somewhere in Dominion and reap the rewards. But stay alert, because this area might surprise you. As time passes and some requirements are met, some sectors may evolve into more prosperous ones attracting attention of the more powerful guilds. And they won’t be willing to negotiate with you.
 
The path to total domination is long and it hides many secrets requiring the best strategies and a lot of effort, but the rewards will be worth it.
 
We don’t want to reveal all of our cards just yet, but get ready for extremely dynamic battles, guild plotting, and whole weeks filled with excitement.
 
The Dominion Wars are coming next week! See you on the battlefield in Allods Online: Lords of Destiny!



piopico

Lords of Destiny – A Closer Look at The Glyphs!

Wednesday, March 06 2013 - 10:34 AM
by piopico


Welcome to our latest edition of A Closer look at, which will bring the spotlight on the mysterious Glyphs in Lords of Destiny! After you’ve discovered the new zones, a completely new race Tekyans, latest spells for your class and learned about changes in Astral, let us focus on the unique Glyphs system.
 
Some of you might be amazed by a picturesque landscape of Tekyatl but surely each character thinks about the future improvement of their equipment. The wind of changes is blowing through Sarnaut and it’s about time to discover what new possibilities are awaiting for you.
 
“Those who speak of progression but are afraid of change are unable to reach any further than their eyes can see.”
 
Deeper layers of Astral will be now available for explorers and those hide some mysterious stones. They are called “Glyphs” and they are rare and extremely precious things. The have magic inside, and can make you the mightiest, the bravest and luckiest hero ever, but only if you insert them into your weapon or armor! Like with all treasures, finding a glyph is a real challenge!
 
Luckily, you won’t have to look too far for your first encounter with this ancient artifact. In the astral port of your capital, and in the Citadel on the Isle of Revelation, you will find a Lapidarist. Former servant of the Lord, the Master of Glyphs. Once a week, he can give a hero a simple job; when done the character will be able to buy astral glyph boxes, that hold Glyphs of varying quality.
 

Ssssh! I’ll tell you a secret…

Once you found the glyphs they can then be inlaid in the equipment, provided that the item is not below level 51 and has the inherent characteristic of the glyph.
 
Features of the glyphs are then added to the characteristics of the object to which they are inlaid. For example, you can’t put the glyph enhancing Stamina to pants (‘legs’ slot), because pants never increase Stamina. Only when all the slots are filled (it can be from 1 to 3 slots), a character will receive bonus points to Armor, Spellpower, Faith, Resistance or DPS values, provided the item has the appropriate attributes.
 
The total amount of bonus depends on the quality of the glyph, but doesn’t depend on the quality or level of the item they are being used for.
 
To make it easier at the beginning, there are two ways to show the stat points coming from glyphs. First, bonus stats points are being summed up with the item’s stat points. Secondly, stat points from the glyphs are shown separately in the tooltip (with visual representation of the glyphs in the slots) if the option “Detailed comparison between items” is turned on in the User Interface.
 
Overall there are 3 types of glyphs that can be inserted into each item: offensive (triangular form), defensive (oval form) and special glyphs (pentagonal); each type has its own special slot.
 
Within those 3 types there is a selection of 10 different glyphs:
 
• Luck
• Intelligence + Strength
• Wisdom + Finesse
• Perception + Expertise
• Agility
• Stamina
• Endurance
• Rage
• Conviction
• Willpower
 
Glyphs of low quality can be acquired for performing tasks, and gathered as trophies from monsters. Glyphs can also be bought from a special NPC from a tribe in a Teykatl camp, but only with a certain amount of reputation:
 
Common glyphs – 10000 reputation required
Uncommon glyphs – 25000 reputation required
 

“There is nothing in the world that some man cannot make a little better”

Glyphs have the very same scale of quality as equipment items do. Most gems can be improved in Forge of Artifacts, again just like an ordinary parts of equipment. In order to upgrade a glyph, one should use special component – Alkahest. They are available for participation in a new battleground, “Dominion”. Only Alkahest of the appropriate quality should be used in the process. They can be of a uncommon, rare, epic and legendary quality.
 
There are few simple rules that one should follow with upgrading the glyphs:
Base and the upgrader should be of the same quality and only 1 agent can be used at a time.
Upgrade is available only for the glyphs with level 55 or higher.
Glyphs of uncommon quality (green) from the boxes could be put into the slots as they are. Glyphs of a higher quality could be used only as upgraders.
 

“If you want something done right, do it yourself”

 
None of the handymen should feel threatened with losing their jobs because of the incoming changes, as glyphs can also be made in process of crafting!
 
Blacksmiths, leatherworkers, and tailors can learn special recipes to create glyphs.
 
Here is the list of glyphs types which could be made by different professions:
 
• Blacksmiths – Glyphs increasing Strength, Intelligence, Finesse, Wisdom and Stamina
• Leatherworkers – Glyphs increasing Finesse, Wisdom, Perception, Expertise and Endurance
• Tailors – Glyphs increasing Strength, Intelligence, Perception, Expertise and Agility
 

Recipes for basic glyphs are obtained by characters at level 53. Also, starting from that level, players will get recipes for rare quality glyphs, and will be able to learn them. Level 55 players can start glyphs upgraders creation.
 
Glyphs created by crafting from recipes are not bound so they could be traded, sent via in-game mails, and added to the Auction House. After activation, it becomes bound, and it could be used: equipped if it is a base glyph or used as an upgrader if it’s an upgrader.
 
We hope you are intrigued by the new system of character’s development. It not only infuses the progress system with new blood, but also opens more ways of modifications on your future perfect build. These new glyphs aren’t the only big changes we have in store within the new expansion.
 
Don’t forget to keep an eye on our Official Website to never miss our announcements about Lords of Destiny!